Komentar
United StatesVexuras5 months ago

Nice run! Sub 26 so very close

United StatesVexuras1 year ago

Cool, it's awesome to see more people getting into learning this speedrun.

Having timed it, it saves about 13 seconds with the AI taking the shortcut. I've had similar luck trying to figure out a way to push him off the catwalk, and either the setup took too long to save any time or was too inconsistent. Out of ideas on what would make it more consistent without nav_dynamic.

It's kind of a weird thing, because if nav_dynamic still needed to be enabled during a run to see the benefit, I would be against using it without giving it much of a second thought.

I feel it'll be a little difficult to reach a definitive solution without more people participating in a discussion as to what console commands should/shouldn't be allowed, but for now, I think it might be best to not allow use of nav_dynamic, since it gives an advantage compared to someone with a fresh install (unofficial patch or no), and to make it a bit easier for others to start running the game.

United StatesVexuras1 year ago

It seems the reason the navigation still has him jump down instead of taking the normal route is that, after setting nav_dynamic to "1", new .nav files will be created where the game data is (specifically in the navdata folder), and the game will continue to read the files in there even without nav_dynamic toggled on. Also, I don't think toggling developer on is actually necessary as it'll still build the navigation data, and was still able to get the guy to jump down.

I think this would be the only instance where it would be useful if it only affects AI followers.

I'm undecided on whether or not it should be allowed yet, but as you mentioned, it would require all new runners to specifically run that command before they do runs, or to download the new .nav file(s).

United StatesVexuras3 years ago

How do you guys feel about the use of the unofficial patch in submitted runs? If you're not sure which one I'm referring to, you can find it in the resources section.

The quality of life stuff it adds into the game is nice (mainly fixing the FOV problem and widescreen res), all while seemingly doing nothing that changes gameplay, at least as far as I can find after doing a couple runs with the patch. The option for raw mouse input is also a big plus, as I tend to have weird random mouse issues here and there running on official v1.21, and this fixes them. I do notice that load times are shorter with the patch installed, but as the main timing method used is IGT, this isn't too big of a deal.

The only, albeit small negative I can find with the use of the patch is the crosshair being hidden when unarmed, making the bar levels where your weapon is disabled slightly bothersome, though holstering right before you enter the bar is a workaround I've found that gets around this.

United StatesVexuras3 years ago

Sorry about the long delay for a reply, I've kind of been out of the loop and just picked this game back up for running.

Are you sure the fps isn't capped to 60 (checking with 'cl_maxfps' ingame)? I'm not sure what the default is, but I run the game at 90. Also make sure you don't have v-sync enabled in your gpu driver settings.

I've also had some weird mouse troubles with this game unrelated to framerate, not sure exactly what causes them, but I try to make sure I don't have any unnecessary programs running in the background when I have the game open. The only thing that seems to certainly get rid of it is running the game with the unofficial patch and turning on raw input, but I haven't decided whether to allow using it or not just yet.

https://download.kingpin.info/kingpin/patches/unofficial/mh's_kingpin_patch/kingpinpatch_v8.zip Here's the unofficial patch if you're interested in messing around with it. Also fixes a few other things like not hiding your weapon model at FOVs higher than 90 and adding widescreen resolutions.

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